Ok so this is THE DECK! In case it seems a bit confusing, I will explain what it does. I am a big fan of "tool box" decks, so that is why there are so many singletons haha

The primary game-plan is to set up a nice lock against your opponent. This can be in the form a Ensnaring Bridge (stops big creatures, and allows you to comfortably play out your hand vs aggressive decks) or the Engineered Explosives lock (Academy Ruins allows me to keep playing it, depriving you of a board position). There are a myriad of spells in here specifically included to disrupt the enemy, whether it be Cryptic Command, Tormod's Crypt, Pithing Needle, Chalice of the Void, etcetera. Gifts Ungiven, Trinket Mage, Expedition Map, Tolaria West, and Tezzeret are out tutors. They find what we need! Noxious Revival is there to help bring things back that were either dumped with Gifts or need to be bought back when I am lacking an Academy.

How does this deck win, though? A few ways. 1. Beat-down with Trinket Mage. Don't Laugh, IT IS THE REAL DEAL.2. Tezzeret's ultimate. So many 5/5's! 3. Pyrite Spellbomb/Academy Ruins. Ping for 2 every turn. It can be very hard to stop!

My sideboard is basic right now, as the meta is still defining. We will get a more accurate look at that this week end after the PT. But for right now here is my reasoning- Chalice: Good against Zoo and Combo decks- Dispel: Good against Control and Combo (really cool against various Pacts)- Firespout: 'Nuff said? Wrecks Zoo! - Mindbreak Trap: Mainly against 12 Post, simply to stop Emrakul. He is way to scary to ignore. Also good vs various Storm decks.- Negate: A good catch-all vs spell-heavy decks- Relic: Good against Tarmogoyf and Knight of the Reliquary. If any form of Dredge emerges, I shall be ready for it! - Jar-Jar: When I might need another win condition. - Triniphere: umad aggro/combo decks?- Threads: Grabs Goyfs and Bob. 'Nuff said for sure.

So there you have it! What do you all think? I would love to hear some feedback!